feat: add daily challenges system

Three PST-midnight-resetting challenges generated deterministically per
day from click, boss, quest, and prestige types. Progress tracked
server-side for bosses and prestige, client-side for clicks and quests.
Crystal rewards awarded on completion and preserved through prestige resets.
This commit is contained in:
2026-03-06 22:22:18 -08:00
committed by Naomi Carrigan
parent a7d4b72805
commit aaeece1a18
15 changed files with 462 additions and 8 deletions
+25
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@@ -0,0 +1,25 @@
import type { DailyChallengeType } from "@elysium/types";
interface DailyChallengeTemplate {
type: DailyChallengeType;
label: string;
target: number;
rewardCrystals: number;
}
export const DAILY_CHALLENGE_TEMPLATES: DailyChallengeTemplate[] = [
// Clicks — always requires active play
{ type: "clicks", label: "Click 500 times", target: 500, rewardCrystals: 50 },
{ type: "clicks", label: "Click 1,000 times", target: 1_000, rewardCrystals: 100 },
{ type: "clicks", label: "Click 5,000 times", target: 5_000, rewardCrystals: 300 },
// Boss defeats — requires active combat
{ type: "bossesDefeated", label: "Defeat 1 boss", target: 1, rewardCrystals: 75 },
{ type: "bossesDefeated", label: "Defeat 3 bosses", target: 3, rewardCrystals: 200 },
{ type: "bossesDefeated", label: "Defeat 5 bosses", target: 5, rewardCrystals: 400 },
// Quest completions — requires starting quests
{ type: "questsCompleted", label: "Complete 3 quests", target: 3, rewardCrystals: 100 },
{ type: "questsCompleted", label: "Complete 5 quests", target: 5, rewardCrystals: 200 },
{ type: "questsCompleted", label: "Complete 10 quests", target: 10, rewardCrystals: 400 },
// Prestige — the big one
{ type: "prestige", label: "Prestige once", target: 1, rewardCrystals: 750 },
];
+12
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@@ -2,6 +2,7 @@ import type { BossChallengeResponse, GameState } from "@elysium/types";
import { Hono } from "hono";
import { prisma } from "../db/client.js";
import { authMiddleware } from "../middleware/auth.js";
import { updateChallengeProgress } from "../services/dailyChallenges.js";
export const bossRouter = new Hono();
@@ -173,6 +174,17 @@ bossRouter.post("/challenge", async (context) => {
}
}
// Update daily boss challenge progress
if (state.dailyChallenges) {
const { updatedChallenges, crystalsAwarded } = updateChallengeProgress(
state.dailyChallenges,
"bossesDefeated",
1,
);
state.dailyChallenges = updatedChallenges;
state.resources.crystals += crystalsAwarded;
}
rewards = {
gold: boss.goldReward,
essence: boss.essenceReward,
+4
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@@ -6,6 +6,7 @@ import { DEFAULT_ACHIEVEMENTS } from "../data/achievements.js";
import { DEFAULT_ADVENTURERS } from "../data/adventurers.js";
import { DEFAULT_EQUIPMENT } from "../data/equipment.js";
import { authMiddleware } from "../middleware/auth.js";
import { getOrResetDailyChallenges } from "../services/dailyChallenges.js";
import { calculateOfflineEarnings } from "../services/offlineProgress.js";
const RESOURCE_CAP = 1e300;
@@ -327,6 +328,9 @@ gameRouter.get("/load", async (context) => {
state.resources.essence += offlineEssence;
}
// Generate or reset daily challenges if a new day has begun
state.dailyChallenges = getOrResetDailyChallenges(state);
state.lastTickAt = now;
if (needsBackfill || offlineGold > 0 || offlineEssence > 0) {
+21 -1
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@@ -3,6 +3,7 @@ import { Hono } from "hono";
import { prisma } from "../db/client.js";
import { authMiddleware } from "../middleware/auth.js";
import { DEFAULT_PRESTIGE_UPGRADES } from "../data/prestigeUpgrades.js";
import { updateChallengeProgress } from "../services/dailyChallenges.js";
import {
buildPostPrestigeState,
computeRunestoneMultipliers,
@@ -37,15 +38,34 @@ prestigeRouter.post("/", async (context) => {
);
}
// Update daily prestige challenge progress before resetting the run
let updatedDailyChallenges = state.dailyChallenges;
let challengeCrystals = 0;
if (updatedDailyChallenges) {
const result = updateChallengeProgress(updatedDailyChallenges, "prestige", 1);
updatedDailyChallenges = result.updatedChallenges;
challengeCrystals = result.crystalsAwarded;
}
const { newState, newPrestigeData, runestonesEarned } = buildPostPrestigeState(
state,
characterName,
);
// Preserve daily challenges across the prestige reset and apply any crystal rewards
const finalState: GameState = {
...newState,
dailyChallenges: updatedDailyChallenges,
resources: {
...newState.resources,
crystals: newState.resources.crystals + challengeCrystals,
},
};
const now = Date.now();
await prisma.gameState.update({
where: { discordId },
data: { state: newState as object, updatedAt: now },
data: { state: finalState as object, updatedAt: now },
});
await prisma.player.update({
+103
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@@ -0,0 +1,103 @@
import type {
DailyChallenge,
DailyChallengeState,
DailyChallengeType,
GameState,
} from "@elysium/types";
import { DAILY_CHALLENGE_TEMPLATES } from "../data/dailyChallenges.js";
// Use the server's PST/PDT timezone so challenges roll over at PST midnight
const getTodayString = (): string =>
new Intl.DateTimeFormat("en-CA", { timeZone: "America/Los_Angeles" }).format(new Date());
/** Simple deterministic pseudo-random based on a numeric seed. */
const seededRandom = (seed: number): number => {
const x = Math.sin(seed + 1) * 10_000;
return x - Math.floor(x);
};
/** Converts a date string into a stable numeric seed. */
const dateSeed = (dateStr: string): number =>
dateStr.split("").reduce((acc, char, i) => acc + char.charCodeAt(0) * (i + 1), 0);
/** Deterministically shuffles an array using a numeric seed. */
const shuffleWithSeed = <T>(arr: T[], seed: number): T[] => {
const result = [...arr];
for (let i = result.length - 1; i > 0; i--) {
const j = Math.floor(seededRandom(seed + i) * (i + 1));
[result[i], result[j]] = [result[j], result[i]];
}
return result;
};
const CHALLENGE_TYPES: DailyChallengeType[] = [
"clicks",
"bossesDefeated",
"questsCompleted",
"prestige",
];
/**
* Generates 3 daily challenges for the given date string, deterministically.
* Picks one challenge from 3 different randomly-selected types.
*/
export const generateDailyChallenges = (dateStr: string): DailyChallenge[] => {
const seed = dateSeed(dateStr);
const selectedTypes = shuffleWithSeed([...CHALLENGE_TYPES], seed).slice(0, 3);
return selectedTypes.map((type, index) => {
const templates = DAILY_CHALLENGE_TEMPLATES.filter((t) => t.type === type);
const templateIndex = Math.floor(seededRandom(seed + index * 100) * templates.length);
const template = templates[templateIndex];
return {
id: `${dateStr}_${type}`,
type: template.type,
label: template.label,
target: template.target,
progress: 0,
completed: false,
rewardCrystals: template.rewardCrystals,
};
});
};
/**
* Returns the current daily challenge state, generating fresh challenges if
* the stored date doesn't match today (i.e. a new day has begun).
*/
export const getOrResetDailyChallenges = (state: GameState): DailyChallengeState => {
const today = getTodayString();
if (state.dailyChallenges?.date === today) {
return state.dailyChallenges;
}
return { date: today, challenges: generateDailyChallenges(today) };
};
/**
* Increments progress for challenges matching the given type.
* Returns the updated challenge state and total crystals awarded for newly completed challenges.
*/
export const updateChallengeProgress = (
challengeState: DailyChallengeState,
type: DailyChallengeType,
amount: number,
): { updatedChallenges: DailyChallengeState; crystalsAwarded: number } => {
let crystalsAwarded = 0;
const updatedChallenges: DailyChallengeState = {
...challengeState,
challenges: challengeState.challenges.map((challenge) => {
if (challenge.type !== type || challenge.completed) return challenge;
const newProgress = Math.min(challenge.progress + amount, challenge.target);
const nowCompleted = newProgress >= challenge.target;
if (nowCompleted) crystalsAwarded += challenge.rewardCrystals;
return { ...challenge, progress: newProgress, completed: nowCompleted };
}),
};
return { updatedChallenges, crystalsAwarded };
};